Planar Breach is a set of optional additional rules similar to Planechase but less forgiving.
How to Play:
Before the game starts, choose some number of cards at random from the List of Planar Traits without revealing them; these cards are called Planar Traits. Reveal the chosen Planar Traits after players draw their inital hands, before taking mulligans. At the beginning of each turn cycle, if the turn cycle number is equal to the converted mana cost of any of the Planar Traits, those traits breach the plane. Planar Traits with a converted mana cost of zero breach the plane at the same time as those with a converted mana cost of one (before the beginning of the first player's first turn). When a trait breaches, if it has any enters the battlefield effects, those effects trigger and resolve. The rules text of all breached traits apply as if they were in play until the end of the game. Planar Traits that have breached are not actually in play, their effects simply leak into the game.
How this list was chosen:
Artifacts and Enchantments only
No implied controller, for example:
No activated abilties except those that state any player may activate it
No enter the battlefield abilities that require choosing or targetting
No abilities that say "you" or "your"
No self-sacrificing or self-destruction clause
Feel free to tailor the list to your playgroup, removing any cards you deem unbalanced or unfun.
Please let me know if any of the rules are unclear. I would also appreciate any suggestions or insights you have after playing a few games with Planar Breach. What was your experience like and how did your playgroup feel about it?
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How to Play:
Before the game starts, choose some number of cards at random from the List of Planar Traits without revealing them; these cards are called Planar Traits. Reveal the chosen Planar Traits after players draw their inital hands, before taking mulligans. At the beginning of each turn cycle, if the turn cycle number is equal to the converted mana cost of any of the Planar Traits, those traits breach the plane. Planar Traits with a converted mana cost of zero breach the plane at the same time as those with a converted mana cost of one (before the beginning of the first player's first turn). When a trait breaches, if it has any enters the battlefield effects, those effects trigger and resolve. The rules text of all breached traits apply as if they were in play until the end of the game. Planar Traits that have breached are not actually in play, their effects simply leak into the game.
How this list was chosen:
Feel free to tailor the list to your playgroup, removing any cards you deem unbalanced or unfun.
Please let me know if any of the rules are unclear. I would also appreciate any suggestions or insights you have after playing a few games with Planar Breach. What was your experience like and how did your playgroup feel about it?